<html><head><title>MaterialFilteringMode</title></head>
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<font face="Verdana, sans-serif" size="2"><p align="center"><b><font size="4">MaterialFilteringMode()</font></b></p>
<p><b>Syntax</b></p><blockquote>
<font color="#3A3966"><b>MaterialFilteringMode</b></font>(#Material, Mode [, MaxAnisotropicValue])</blockquote>

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<b>Description</b><br><blockquote>

Changes the material filtering mode. 

</blockquote><p><b>Parameters</b></p><blockquote>
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<table width="90%" class="parameters">
<tr><td width="10%"><i>#Material</i></td>
<td width="90%"> 
The material to use. If this parameter value is set to <font color="#924B72">#PB_Default</font>, the filtering mode 
value used for future created material is changed. 

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<tr><td><i>Mode</i></td>
<td> 
It can be one of the following value: 
<pre><font face="Courier New, Courier, mono"size="2">  <font color="#924B72">#PB_Material_None</font>       : Don't filter the material which becomes very pixilated when the camera gets close.
  <font color="#924B72">#PB_Material_Bilinear</font>   : Performs a bilinear filtering when the camera gets close, resulting to a smooth, a bit blured picture.
  <font color="#924B72">#PB_Material_Trilinear</font>  : Performs a trilinear filtering when the camera gets close, resulting in the best picture quality possible.
  <font color="#924B72">#PB_Material_Anisotropic</font>: Set the maximum anisotropic value. 
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When a material is created, the bilinear filtering is used by default. Using a filter doesn't have a big 
performance impact on the rendering, as many graphics cards do it using the hardware. 

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<tr><td><i>MaxAnisotropicValue (optional)</i></td>
<td> 
The maximum anisotropic value, if the mode <font color="#924B72">#PB_Material_Anisotropic</font> is set. This value is usually between 1 and 8. 

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</blockquote><p><b>Return value</b></p><blockquote>
None.


</Blockquote><p><b>Supported OS </b><Blockquote>All</Blockquote></p><center><- <a href=materialcullingmode.html>MaterialCullingMode()</a> - <a href="index.html">Material Index</a> - <a href="materialfog.html">MaterialFog()</a> -><br><br>

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